The characters

What does a character believe? How does this belief influence a character’s actions, especially as an adventurer?

A character’s motivating beliefs are hisfides2 (pronounced fee-days). Using fides during game play adds to the social contract between the players (including the DM). The player defines his character’sfides before the game begins. The DM implements opportunities for fidesto be challenged during the game. A character can earn one Action Point per game session perfides. The only requirement is that the character is played in such a way that he acts based on hisfides. Note that there are no requirements that fides strictly dictate the way a character acts. People act contrary to their beliefs all the time. The sole requirement is that the character be role-played with reference to his

fides.

Let’s look at an example:

Jeremiah Dawes believes that no insult should be left unanswered. He undertakes a diplomatic mission to a group of Wampanoag Halflings who are blocking passage along an important river. During dinner with the chief, a warrior insults Dawes’s motives. How does Dawes react to the challenge to hisfides? Does he…

…swallow his pride and bottle his anger so as to not endanger the mission?

Any of these reactions is an appropriate response to thefides challenge. Undoubtedly other possible

responses exist. In each instance, Dawes reacts based on hisfides and an Action Point is earned.

A player can define as few or as manyfides as he and the DM can agree upon. Of course the DM shouldn’t be expected to work challenges for all of every character’sfides each game session; however, it is reasonable that each character be given at least onefides challenge per game session.

As a character develops, his fides may change.

The player can add new ones, get rid of old ones, or change existing ones. This works especially well whenfides change due to the fides change due to the character’s experiences during the game.

Naturae – I would like 2-3 picked

Fides aren’t the only things that shape personality. They might not even be the most important or revealing. A

character may also have one or morenaturae (pronounced nat-oor-eye), or instincts. Naturae represent those things a character does without much conscious thought in response to a particular situation. Likefides, the player writes his character’s naturae prior to the game’s start. The player creates as manynaturae as he and the DM can agreeably

define. Naturae are different fromfides in three ways.

First, the DM doesn’t need to specifically tailor scenarios to regularly include an opportunity fornaturae to come into play. Also unlike fides, a character can earn an Action Point each time hisnaturae come into

play, but no more than once per scene3. Finally, a character earns an Action Point only for acting the way hisnaturae says he acts.

This reflects the crucial distinction betweenfides and naturae. Fides result from reflection and conscious decision.Naturae are reactions, more or less automatic responses that the character has less control over. Of course, this doesn’t mean thatnaturae dictate action. A character may act contrary to his

naturae. He just doesn’t earn an Action Point for doing so.

Let’s look at an example: Jeremiah Dawes doesn’t lie. He is instinctively truthful. While traveling through the woods near

Jamestown, he and his companions stumble across a dwarven slave escaped from a nearby

plantation. They agree to help the slave get out of Gloucester Territory to where the dwarf has a

chance of remaining free. Along the way north, the party encounters a gang of slave hunters. The

lead slaver hunter asks, “Have you seen any escaped slaves?” What does Dawes do? Does he…

…admit they have seen an escaped slave?

…keep his mouth shut and let someone else do the talking?

…lie to the slave hunters?

Any of these options are acceptable, but only the first one earns the character an Action Point.

A character’s naturae may also evolve over time. He may develop new ones, change old ones, and even lose specificnaturae entirely. As always, these changes work best if they occur in response to the character’s experiences during game play.

Metae- I would like 1 picked dont tell other players your metae just text me or email me

At the start of each adventure (not game session), a player may define onemeta (plural metae, pronounced may-tuh or may-tie if plural) for his character.Metae are goals, but they must be something different than the adventure’s main objective.

Even more so than fides andnaturae, it is imperative that the DM be involved in defining metae since it is the DM’s responsibility to make sure each character’s metae are included in the adventure. For this reason,metae must be defined prior to the start of an adventure. After the first adventure, it is best to definemetae at the end of the current adventure so that they are ready by the next adventure’s beginning.

When the opportunity to achieve ameta arises, the character earns an Action Point as long as he reacts accordingly. Success is not a criterion for earning ameta-related Action Point. The only thing that counts is effort.

Let’s look at an example:

Jeremiah Dawes wants to become a member of a Wompanoag Halfling tribe sorcerer lodge. He needs

to earn the approval of a sorcerer lodge elder and pass the initiation test. After the successful

completion of the diplomatic mission to the negotiate free travel on an important river, Dawes gets his

opportunity.

Succeed or fail, Dawes earns an Action Point for seizing the opportunity to achieve hismeta.

It is entirely appropriate for a character’smeta to change each adventure, especially if the character

achieved his meta when he had the chance.

Summary of Role-playing Action Points

A player can earn one Action Point for:

1. Role-playing with reference to hisfides, earning one Action Point per fides per game session.

2. Role-playing according to hisnaturae, earning one Action Point per natura per scene.

3. Attempting to accomplish his meta, earning one Action Point per adventure.

Action Points

You’ve read about how Action Points can be earned during game play through a character’sfides, naturae, and metae, but what exactly is an Action Point and what do they do? Also, since I’ve used Latinfor other terms, why not here as well?4An Action Point is a resource that can be spent to affect the game in a variety of ways. There are three

effect categories: Character Effects, Combat Effects, and Die Roll Effects. Different uses of Action Points have different rules, but one rule always applies:

You cannot spend more than one Action Point per round per effect category.

At the start of each adventure (not each game session), a character gets one Action Point. He gains more Action Points during game play depending on his isfides, naturae, and metae. A character cannot have more than six Action Points at any given time.

Action Points Quick Reference Page

Character Effects

Activate Class Ability Gain a free use of an ability that has a limited number of uses per day.

Emulate Feat Gain the benefit of a feat until the beginning of your next turn.

Clerics are messengers and servants of the gods, venturing forth into the world to spread their patrons’ gospel through compassion, reason, bargaining, or righteous conquest. They are the bearers of divine guidance—and divine wrath. From gentle and penitent village priests to holy warriors and church heads whose decrees can rock nations and foment upheaval across entire worlds, clerics are everywhere, their callings and methods as varied as the gods they serve. They are living proof of the gods’ power and interest in the world of mortals, and to deny them is to invite destruction, both in this world and the next.

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and inf luence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conf lict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves : More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are inf luenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specif ic deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge.

Appearance Taldans generally have long, flowing brown hair and naturally bronze skin (gifts from their Keleshite ancestors). Their eyes tend to be small but expressive, with green, gray, and sometimes more exotic amber coloration. Taldans justify their legendary arrogance as deserved pride. They point to their scholarly successes, their noted intellectuals, their breathtaking art, their historical conquests, their natural physical beauty, and their unparalleled martial skills as evidence that, far from inflated pomposity, their cultural arrogance is simply appreciation of their obvious worth to humanity. Historians argue whether this same cultural arrogance was perhaps a large contributing factor to the fall of the Empire of Taldor. Taldor once held colonies across southern Avistan, north through the River Kingdoms, and west through most of modern Cheliax. Taldans’ complacency, their smug self-assuredness, their decadence, and their excesses, however, led them to believe their empire was inviolate. When the colonies broke away in the Even- Tongued Conquest, Taldor was stunned and slow to react. Corruption within the empire made it impossible for the Taldan people to reclaim their colonies, and their empire began a slow decline that continues to this day. Even so, Taldans act as though they still dominate the continent. Detractors of Taldan culture—of which there are many—scornfully refer to Taldan men and women as “roosters and harpies.” Anyone who has seen Taldan men strutting along a city boulevard, stroking their carefully groomed beards and speaking loudly of last night’s “territorial conquest,” or Taldan women in a gaggle, their elaborate wigs adorned with ribbons and jewels, giggling about “that poor woman whose tailor must be either blind or a Kellid,” can immediately understand these unflattering nicknames. Not every Taldan fits the cultural stereotype, of course, but most exhibit some degree of their iconic pride. For some, this pride manifests as a compulsion to point out anything inspired or influenced by Taldan culture. Others may habitually drop companions who seem “boring,” a practice especially common among Taldan women who have been conditioned to see males as attachments, meant to be entertaining and pleasing to the eye. Some take great pride in the fact that they are not prideful and exclusionary like most Taldans, and constantly point out how much they enjoy associating with other races and less wealthy and talented people. Taldans are in fact far from a useless race. Their pride could not sustain itself for so many generations without some basis in reality, and in truth, they are an impressive people. Taldan men are strong and agile and train rigorously with different weapons in their adolescence, with a preference for the falcata sword. The Lion Blades are a Taldan organization that specializes in stealth, infiltration, and ambushes. Lion Blades may serve the Taldan Empireopenly or in secret, but always use their art in service to their country. Taldan women often receive weapons training as part of their upbringing as well, but those of high society—and those who seek to emulate them—are generally expected not to enter any sort of dangerous occupation where they might require such training. In addition to their natural gifts, Taldans have a strong sense of responsibility toward less fortunate individuals. While Taldans might looks down on other races and cultures as “inferior,” a single destitute individual can move them to great acts of charity. Deserving Taldans obviously receive more charity than deserving people of other races and cultures, but Taldans are generous nonetheless— sometimes to a fault, as hedonism and a desire to live in the moment can lead many into debt. Taldans often focus their worship on the two gods of Taldan origin who are considered “respectable” by the upper class: Abadar and Shelyn. The poor, lower-class Taldan citizens, termed the “unbearded,” follow the example of their superiors, but many unbearded youth, disillusioned with the rotting decadence of the empire, choose to follow Cayden Cailean instead. Taldans are generous with their money when building temples, and stuff their places of worship full with paintings, sculptures, tapestries, and murals elevating their chosen gods—and themselves by association.

Born the son of a low born tavern wench, corik was always blessed with power to commune with the gods, he started life as a part time thief , but once he reached manhood at 13 , he was chosen as a trainee practical in the pathfinder society in absolom, with his unusual talent for getting into places for inquisitors , he gained rank quickly , and he was partnered with a young inquisitor Dakamon Bris, they both excelled , and were moved into a special judicial unit called the midnight runners , where they now work solving murders and working for anyone who has a strange story , or a mission to solve , in the quest for knowledge .

Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.

Role Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion.

Many Varisians are wanderers and nomads, traveling the land in caravans and stopping only to put on exotic shows or to swindle and seduce locals. Yet just as many Varisians settle down and form small towns or, in the case of Ustalav, entire cities and nations. Yet none can deny the stereotypical con artists or swindlers who give the Varisian people a bad name. Most respect the Varisians for their ancient traditions and vast knowledge but for the same reasons mistrust their motives. To ordinary folk, the colorful travelers who never settle but of lit about like butterf lies over the land seem fascinating, but also just a little frightening. A traveler can sit down in any tavern in Avistan and overhear a story about Varisians—how they never build towns or sow crops, how they live in the wagons that carry them over the land, how they sing and dance for money, how they dress in bright colors and cover their bodies with jewelry and intricate tattoos, and how a Varisian once robbed someone’s uncle’s wife’s brother’s best friend in an elaborate scam. Conventional wisdom holds that observers should view the beautiful, exotic Varisians from a distance, as if admiring a tiger prowling through the jungle. Tales of Varisian treachery and deceit usually come from interactions with the Sczarni—organized families of Varisian criminals dedicated to larceny and confidence games. The Sczarni travel less frequently than their kin, setting up shop in cities for months—even years—at a time. So long as their criminal activities go undetected, Sczarni continue to bleed their victims until their pockets are full or their neighbors grow suspicious.

Varisians call the world their home, even if they’ve settled down. They favor scarves of all sizes and colors, but some hold special significance. Most notable is the family scarf, or kapenia. Children receive their kapenias upon maturity; to own one is to be an adult. These long, heavy scarves display elegant and complicated embroidery that is incomprehensible to most outsiders. To Varisians, though, the scarves show their family trees. By tracing the loops and whorls of a scarf, a Varisian can trace a person’s history back through her mother and father, her siblings, grandparents and great-grandparents, as far back as the family possesses knowledge. Varisians believe that certain colors carry specific powers and choose their outfits to attract the right type of energy. Pink is the color of love, kindness, and courage. Red represents lust, long life, and inner strength. Orange is the color of happiness and resourcefulness, and adventuring Varisians often wear a touch of orange while on their travels. Green enhances wisdom and self-control. Turquoise represents physical strength and nonverbal communication, and most dancing costumes feature it. Blue is the color of health, youth, and beauty. Violet enhances intuition and divine inspiration, so most fortunetellers and seers wear violet scarves. Varisians love jewelry and favor gems over coins. Most Varisians pragmatically believe that wealth is harder to steal when worn than when hidden out of sight. Whereas the Shoanti use tattoos as marks of honor andaccomplishment, to a Varisian a tattoo is a work of art, one often used to enhance existing beauty. These tattoos typically incorporate various colors of significance to the person bearing the markings, and an entire method of magic revolves around certain mystic tattoos. This delight and obsession with tattoos stems from the periodic appearance of “birth tattoos” on newborn Varisians— birthmarks that can be extremely elaborate and colorful.

Some represent physical objects, such as a sword or a unicorn, while others spell out phrases in some long-dead runic language or outline a map. The tattoos might appearas tiny, blurred marks during infancy and childhood but grow with the child until they reach a clear and detailed full size at adulthood.

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role

: Fighters excel at combat—defeating their enemies, controlling the f low of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Many Varisians are wanderers and nomads, traveling the land in caravans and stopping only to put on exotic shows or to swindle and seduce locals. Yet just as many Varisians settle down and form small towns or, in the case of Ustalav, entire cities and nations. Yet none can deny the stereotypical con artists or swindlers who give the Varisian people a bad name. Most respect the Varisians for their ancient traditions and vast knowledge but for the same reasons mistrust their motives. To ordinary folk, the colorful travelers who never settle but of lit about like butterf lies over the land seem fascinating, but also just a little frightening. A traveler can sit down in any tavern in Avistan and overhear a story about Varisians—how they never build towns or sow crops, how they live in the wagons that carry them over the land, how they sing and dance for money, how they dress in bright colors and cover their bodies with jewelry and intricate tattoos, and how a Varisian once robbed someone’s uncle’s wife’s brother’s best friend in an elaborate scam. Conventional wisdom holds that observers should view the beautiful, exotic Varisians from a distance, as if admiring a tiger prowling through the jungle. Tales of Varisian treachery and deceit usually come from interactions with the Sczarni—organized families of Varisian criminals dedicated to larceny and confidence games. The Sczarni travel less frequently than their kin, setting up shop in cities for months—even years—at a time. So long as their criminal activities go undetected, Sczarni continue to bleed their victims until their pockets are full or their neighbors grow suspicious.

Varisians call the world their home, even if they’ve settled down. They favor scarves of all sizes and colors, but some hold special significance. Most notable is the family scarf, or kapenia. Children receive their kapenias upon maturity; to own one is to be an adult. These long, heavy scarves display elegant and complicated embroidery that is incomprehensible to most outsiders. To Varisians, though, the scarves show their family trees. By tracing the loops and whorls of a scarf, a Varisian can trace a person’s history back through her mother and father, her siblings, grandparents and great-grandparents, as far back as the family possesses knowledge. Varisians believe that certain colors carry specific powers and choose their outfits to attract the right type of energy. Pink is the color of love, kindness, and courage. Red represents lust, long life, and inner strength. Orange is the color of happiness and resourcefulness, and adventuring Varisians often wear a touch of orange while on their travels. Green enhances wisdom and self-control. Turquoise represents physical strength and nonverbal communication, and most dancing costumes feature it. Blue is the color of health, youth, and beauty. Violet enhances intuition and divine inspiration, so most fortunetellers and seers wear violet scarves. Varisians love jewelry and favor gems over coins. Most Varisians pragmatically believe that wealth is harder to steal when worn than when hidden out of sight. Whereas the Shoanti use tattoos as marks of honor andaccomplishment, to a Varisian a tattoo is a work of art, one often used to enhance existing beauty. These tattoos typically incorporate various colors of significance to the person bearing the markings, and an entire method of magic revolves around certain mystic tattoos. This delight and obsession with tattoos stems from the periodic appearance of “birth tattoos” on newborn Varisians— birthmarks that can be extremely elaborate and colorful.

Some represent physical objects, such as a sword or a unicorn, while others spell out phrases in some long-dead runic language or outline a map. The tattoos might appearas tiny, blurred marks during infancy and childhood but grow with the child until they reach a clear and detailed full size at adulthood

As the PCs prepare for their journey, they are contacted by a familiar face—the elven ranger Shalelu Andosana. The PCs first encountered Shalelu during “Burnt Offerings,” when she brought Sandpoint more news about the goblin threat. She joined with the group to face the goblins, n any event, Shalelu’s learned that the PCs are heading east to ort Rannick, and she would like to accompany them on their journey.

Of course, Shalelu’s got her own reasons for wanting to make he journey to Fort Rannick. One of the rangers stationed here, a man named Jakardros, was at one time her mother’s over. Shalelu’s memories of Jakardros are mostly of a young, xuberant man. She wasn’t sure what her mother saw in theimpulsive young human, but she was glad he was there for her. hen her mother was slain in a dragon attack, Jakardros left uddenly and without explanation, leaving Shalelu with a bitter.

Shalelu Points out some areas of interest on there long journey to fort Rannick

Hook Mountain Region

The area south of Hook Mountain is dominated by thick forests, akes, and the swamps known as the Shimmerglens. While “The hook Mountain Massacre” focuses on a few specific locations in this region, curious PCs could easily find more adventure here if they look. .

Bitter Hollow Bitter Hollow is a filthy, remote thorp of about 50 hunters and trappers and their families. A single trading post called the Gator’s Nest sits in the center of this settlement, andregular trade with the gnomes of the nearby Sanos Forest means that there are often unexpected items to purchase here.

Claybottom Lake : The fishing in Claybottom Lake is always good, but fishermen are quick to warn newcomers about the nightbelly boas, ravenous giant gars, and deadly giant snapping turtles that infest the lake’s western reaches.

Kreegwood

: Named for the ogres of Hook Mountain, although those who dwell in this woodland are mostly the halfhuman results of ogre lusts. The ogrekin that dwell here bicker among themselves, and rarely cause problems to outsiders. Anyone who ventures too far into these woods is fair game for dinner (or worse), though, so local villagers and hunters avoid this region entirely.

Lake Coal

: The waters of Lake Coal are dark with silt and

black algae. Fishing is poor in Lake Coal—not for the lack of fish,

but for the ferocity of the large dark gars that dwell therein.

Old Sanos Trail

: This narrow, claustrophobic forest trail winds deep into Sanos Forest, eventually connecting to several secluded gnome villages deep in the woods. Rumor holds that magic causes the trails to move when those who use them seek to bring trouble to the gnomes.

Pendaka

This tiny fishing thorp is perched on a rocky promontory overlooking the southern shores of Claybottom Lake. With its single combination inn/trading post, the Walleyed Wife, Pendaka’s only claim to fame is local baker Olam Keecher’s delicious cranberry turtle egg pies.

The Wicker Walk

: Built by the founders of Bitter Hollow in a successful attempt to encourage trade with the gnomes of Sanos Forest, the Wicker Walk is a local marvel. The three-mile-long boardwalk is hung regularly with long-burning pitch lanterns, and its often-creaking boards offer the only completely dry path across the Shimmerglens.

She has been a stalwart Member of the party , she fires her bow with an accuracy and speed unpresidented !!!!

Taken from young age you serve the Order of The Ironcross, an ancient order thousands of years old, you have fought for them as long as you can remember , you have been assasin,child and kin slayer, but it has never sat right with you, well in your heart that is. things have been changing in the underdark for the last few months, ancient wells of immense power have been activating , and with the drow, svirfneblin, derro and duergar mostly at war , these Runewells are going un noticed , by all the clans and drow houses. Only a few ancient orders have joined together to look into these wells. For Kolbi You were sent to the surface to look into the ancient art of runewarding , it was lost to the duergar thousands of years ago, when they were forced onto the surface before the cataclysm! As part on advanced research team you been on the surface for 6 months (your the last member alive) , you came accross a group of humans who seemed to be following you around , you have been watching there progress and have worked out they are on the same quest as you are, you have helped when neccessary andlook around for extra clues.

Then with half the party wiped out by a medusa you saved the cleric by slaying it, you tried to communicate, but your translator stone had been damaged, digging up one of your companions from a past battle, you find another translator stone.You have followed them to the lair of a wizard, who is in the guise of an immoth, if they fight it they it they will die, it is time for you to try a join up with humans !!!

Kolbi is a fierce dwarf, he speaks of battle with lust and fervour, he speaks about himself in the 3rd person , he is very honourable !, he will tell the group as much as he knows, you must get accross to the humans he will help find the lost library , the old dwarven tales talked of a magic compass , in the tomb of a Drow Wizard named Larin Karn, this tomb was located somewhere in the ashwood forest or deep within the wyvern mountains , your scholars are not sure ! But he you cant do it alone you need help, and these humans seem to fit the bill.

Clerics are messengers and servants of the gods, venturing forth into the world to spread their patrons’ gospel through compassion, reason, bargaining, or righteous conquest. They are the bearers of divine guidance—and divine wrath. From gentle and penitent village priests to holy warriors and church heads whose decrees can rock nations and foment upheaval across entire worlds, clerics are everywhere, their callings and methods as varied as the gods they serve. They are living proof of the gods’ power and interest in the world of mortals, and to deny them is to invite destruction, both in this world and the next.

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and inf luence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conf lict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves : More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are inf luenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specif ic deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge.

Appearance Taldans generally have long, flowing brown hair and naturally bronze skin (gifts from their Keleshite ancestors). Their eyes tend to be small but expressive, with green, gray, and sometimes more exotic amber coloration. Taldans justify their legendary arrogance as deserved pride. They point to their scholarly successes, their noted intellectuals, their breathtaking art, their historical conquests, their natural physical beauty, and their unparalleled martial skills as evidence that, far from inflated pomposity, their cultural arrogance is simply appreciation of their obvious worth to humanity. Historians argue whether this same cultural arrogance was perhaps a large contributing factor to the fall of the Empire of Taldor. Taldor once held colonies across southern Avistan, north through the River Kingdoms, and west through most of modern Cheliax. Taldans’ complacency, their smug self-assuredness, their decadence, and their excesses, however, led them to believe their empire was inviolate. When the colonies broke away in the Even- Tongued Conquest, Taldor was stunned and slow to react. Corruption within the empire made it impossible for the Taldan people to reclaim their colonies, and their empire began a slow decline that continues to this day. Even so, Taldans act as though they still dominate the continent. Detractors of Taldan culture—of which there are many—scornfully refer to Taldan men and women as “roosters and harpies.” Anyone who has seen Taldan men strutting along a city boulevard, stroking their carefully groomed beards and speaking loudly of last night’s “territorial conquest,” or Taldan women in a gaggle, their elaborate wigs adorned with ribbons and jewels, giggling about “that poor woman whose tailor must be either blind or a Kellid,” can immediately understand these unflattering nicknames. Not every Taldan fits the cultural stereotype, of course, but most exhibit some degree of their iconic pride. For some, this pride manifests as a compulsion to point out anything inspired or influenced by Taldan culture. Others may habitually drop companions who seem “boring,” a practice especially common among Taldan women who have been conditioned to see males as attachments, meant to be entertaining and pleasing to the eye. Some take great pride in the fact that they are not prideful and exclusionary like most Taldans, and constantly point out how much they enjoy associating with other races and less wealthy and talented people. Taldans are in fact far from a useless race. Their pride could not sustain itself for so many generations without some basis in reality, and in truth, they are an impressive people. Taldan men are strong and agile and train rigorously with different weapons in their adolescence, with a preference for the falcata sword. The Lion Blades are a Taldan organization that specializes in stealth, infiltration, and ambushes. Lion Blades may serve the Taldan Empireopenly or in secret, but always use their art in service to their country. Taldan women often receive weapons training as part of their upbringing as well, but those of high society—and those who seek to emulate them—are generally expected not to enter any sort of dangerous occupation where they might require such training. In addition to their natural gifts, Taldans have a strong sense of responsibility toward less fortunate individuals. While Taldans might looks down on other races and cultures as “inferior,” a single destitute individual can move them to great acts of charity. Deserving Taldans obviously receive more charity than deserving people of other races and cultures, but Taldans are generous nonetheless— sometimes to a fault, as hedonism and a desire to live in the moment can lead many into debt. Taldans often focus their worship on the two gods of Taldan origin who are considered “respectable” by the upper class: Abadar and Shelyn. The poor, lower-class Taldan citizens, termed the “unbearded,” follow the example of their superiors, but many unbearded youth, disillusioned with the rotting decadence of the empire, choose to follow Cayden Cailean instead. Taldans are generous with their money when building temples, and stuff their places of worship full with paintings, sculptures, tapestries, and murals elevating their chosen gods—and themselves by association.

Born the son of a low born tavern wench, corik was always blessed with power to commune with the gods, he started life as a part time thief , but once he reached manhood at 13 , he was chosen as a trainee practical in the pathfinder society in absolom, with his unusual talent for getting into places for inquisitors , he gained rank quickly , and he was partnered with a young inquisitor Dakamon Bris, they both excelled , and were moved into a special judicial unit called the midnight runners , where they now work solving murders and working for anyone who has a strange story , or a mission to solve , in the quest for knowledge .

Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.

Role Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion.

Many Varisians are wanderers and nomads, traveling the land in caravans and stopping only to put on exotic shows or to swindle and seduce locals. Yet just as many Varisians settle down and form small towns or, in the case of Ustalav, entire cities and nations. Yet none can deny the stereotypical con artists or swindlers who give the Varisian people a bad name. Most respect the Varisians for their ancient traditions and vast knowledge but for the same reasons mistrust their motives. To ordinary folk, the colorful travelers who never settle but of lit about like butterf lies over the land seem fascinating, but also just a little frightening. A traveler can sit down in any tavern in Avistan and overhear a story about Varisians—how they never build towns or sow crops, how they live in the wagons that carry them over the land, how they sing and dance for money, how they dress in bright colors and cover their bodies with jewelry and intricate tattoos, and how a Varisian once robbed someone’s uncle’s wife’s brother’s best friend in an elaborate scam. Conventional wisdom holds that observers should view the beautiful, exotic Varisians from a distance, as if admiring a tiger prowling through the jungle. Tales of Varisian treachery and deceit usually come from interactions with the Sczarni—organized families of Varisian criminals dedicated to larceny and confidence games. The Sczarni travel less frequently than their kin, setting up shop in cities for months—even years—at a time. So long as their criminal activities go undetected, Sczarni continue to bleed their victims until their pockets are full or their neighbors grow suspicious.

Varisians call the world their home, even if they’ve settled down. They favor scarves of all sizes and colors, but some hold special significance. Most notable is the family scarf, or kapenia. Children receive their kapenias upon maturity; to own one is to be an adult. These long, heavy scarves display elegant and complicated embroidery that is incomprehensible to most outsiders. To Varisians, though, the scarves show their family trees. By tracing the loops and whorls of a scarf, a Varisian can trace a person’s history back through her mother and father, her siblings, grandparents and great-grandparents, as far back as the family possesses knowledge. Varisians believe that certain colors carry specific powers and choose their outfits to attract the right type of energy. Pink is the color of love, kindness, and courage. Red represents lust, long life, and inner strength. Orange is the color of happiness and resourcefulness, and adventuring Varisians often wear a touch of orange while on their travels. Green enhances wisdom and self-control. Turquoise represents physical strength and nonverbal communication, and most dancing costumes feature it. Blue is the color of health, youth, and beauty. Violet enhances intuition and divine inspiration, so most fortunetellers and seers wear violet scarves. Varisians love jewelry and favor gems over coins. Most Varisians pragmatically believe that wealth is harder to steal when worn than when hidden out of sight. Whereas the Shoanti use tattoos as marks of honor andaccomplishment, to a Varisian a tattoo is a work of art, one often used to enhance existing beauty. These tattoos typically incorporate various colors of significance to the person bearing the markings, and an entire method of magic revolves around certain mystic tattoos. This delight and obsession with tattoos stems from the periodic appearance of “birth tattoos” on newborn Varisians— birthmarks that can be extremely elaborate and colorful.

Some represent physical objects, such as a sword or a unicorn, while others spell out phrases in some long-dead runic language or outline a map. The tattoos might appearas tiny, blurred marks during infancy and childhood but grow with the child until they reach a clear and detailed full size at adulthood.